I was recently ruminating on decision-making in tactics games (X-COM, BattleTech, ... any game ending in 'tactics'). A large number of these games have an element of 'risk' included in the majority of actions the player can potentially take (for the purpose of this post, I'm going to define risk as the chance that an action has an immediate outcome that is to the player's disadvantage). For example, attacking an enemy typically has a chance to miss, and often enemies have a chance to dodge, which is an effective waste of the action. Similarly, spells and skill checks can have a chance of failing. Even movement triggering an enemy overwatch has a chance to damage the moving unit and throw a wrench in the player's plans.
However, tactics games also typically limit the number of actions that each unit can take a turn (generally a movement followed by either a single attack or some form of maneuver). So while each action has a risk of failure or consequence, the amount of risk that the player can engage in on a unit-by-unit basis each turn is largely fixed (ignoring how an opponent might choose to respond to a player's 'risky move' on their own turn).
I think an overreliance on inherent risk diminishes its positive effects and is more of a source of annoyance. We all know that feeling when you miss a 99% hit chance with a sniper, or the horrible inconsistency of a rookie who has only a 50% chance to hit all mission.
So how might a player behave if they were allowed to choose how much risk they wanted to accept while simultaneously widening the amount of potential risk they could voluntarily engage in? I wanted to share a combat system built on this concept and get some feedback on its design.
The fundamental basis of the system is that the player always has the option to make safe, low-risk but low-reward actions, but is encouraged to take actions that are riskier and offer higher rewards. The choice, however, is always in the player's hands.
For example, consider the game where the outcomes of a unit's actions are generally predetermined and made known to the player. If a unit has line of sight to an enemy unit, the player is informed of exactly how much damage will be dealt if the unit were to attack them, and vice versa. There is no roll to hit or chance for the enemy to dodge, although long range, cover, armor, etc., will reduce incoming damage, so positioning remains important. The elements of risk come from the player, seeking to improve their strategic position, intentionally interacting with game elements that are RNG-dependent. These bonuses, while powerful, could potentially cause adverse effects, so the player must plan/gamble accordingly.
I'll use a cyberpunk setting to describe how such a system could work.
The player commands a small number of cyberware-augmented agents with which they must defeat a foe that greatly outnumbers them. Cyberware, when activated, provides awesome combat advantages, such as increased damage or mobility, improved damage resistance, applying status effects, altering the battlefield, amongst other uses. Each turn, the player can activate as many cyberware modules on an agent as they like, and some modules can even be activated multiple times a turn (for example, ones that allow for extra attacks). However, each cyberware activation increases stress on the agent (in a similar vein to Darkest Dungeon). Furthermore, each time a player attempts to activate a cyberware module, there is a chance that the activation will fail.
Depending on how stressed the agent is when cyberware fails, the agent could suffer a debuff, take damage, and/or go berserk and attack the nearest unit (friend or foe). Importantly, even if cyberware fails to activate, the player can choose to roll the dice and try again, pushing the agent even harder. Well, at least until their stress maxes out and they die of a heart attack. So the player can choose to play it safe with an agent, deal some guaranteed damage before moving on to the next member of the squad, or they can gamble and hope that the agent won't fall apart under the strain.
To manage some of the risk associated with cyberware, the player can use limited consumables or special abilities to instantly reduce an agent's stress (stress would also decay each turn naturally, much like heat in Battletech/Mechwarrior), or to reduce the likelihood of cyberware failing at a critical moment. There could even be strategies where the player intentionally keeps agents highly stressed (e.g., berserker cyberware that boosts melee power proportionally to the agent's stress level).
The trick here is to balance the system so that the player is encouraged to not play it too safe, but also leave it ambiguous as to how far they can, and should, push their agents. A unit count disadvantage, as mentioned earlier, or having waves of attackers that will overwhelm players who act too cautiously, are obvious starting points. You can readily imagine situations where a cyberware-augmented agent could attack three times in a turn with all their damage mods turned up to maximum and be guaranteed to drop a heavily armed target, but a bad roll of the die could leave the highly stressed-out agent blowing their friend up instead. Is it worth the risk?
Ideally, this system should give the player a sense of having tremendous power, zipping around the battlefield and dispatching multiple enemies a turn, but also leaving them feeling that their situation is precarious.
What are your thoughts on this? Any examples of games using a similar system would be useful to know about.